LOL! :D So let me get this straight... in order not to get triggered by this quest, one has to always load this mod up every time they are launching the game? No need to anwser.
He doesn't have to die in his unmarked quest, you know. There's another outcome where you convince him that his life is worth living, and that there are people who depend on him for support and guidance. So by stripping the quest, you've not only prevented suicidal or previously suicidal people from encountering a suicidal character, but also from seeing someone overcome their depression and find a way back to the light in their life. I think that denying players that perspective, or giving them a way to deny it to themselves, is potentially even more harmful than just showing them a suicidal character.
Humanity is not hopeless, you probably watch a lot of movies. One of the problems of humanity is that people do not want to fight, people are looking for peace and easy ways in life, easy victories, people do not know how to accept failure. Someone could not get their place in society, attention, someone did not have time to climb the career ladder, someone failed to develop as a person. People are afraid of difficulties, which is why they give up. Even if you haven't been able to do anything all your life, don't give up. One of the main problems, of course, is a society that knows how to reject people. Frankly speaking, the author showed weakness, he decided to "erase" even the mention of the problem rather than try to solve it.
I think the main point of his quest and Harold's quest from Oasis is to show a reasonably simple overview of how to talk someone out of Suicide, or at least talk them out of suicide long enough to get help for that person.
Most gamers will do both a Saint from the vault and a villain from the vault playthrough with all that entails, however after experimenting with "evil options" most players go back to doing the right thing.
Mr Lopez and Harold are both "convinced to live" based onthe people who love them and would miss them, which would teach the player (the actual human playing the game holding the mouse and keyboard), that this is the best starting place to talk someone down.
A number of years ago I had to talk someone out of suicide, it was a total surprise I was not prepared for or had any training dealing with... and it was fast and real and caused me a massive amount of stress. Like the threat was right there on the spot, and it was panic time for me.
When someone wants to do it right on the spot there won't always be a trained person around, infact it's entirely likely that it will never be the case that one is around.
Honestly these two quests when done from the miltiple angles the game explores, really do show the average Joe on the street the best place to start if this situation is thrown at them like a curve ball.
His removal may interfere with "You Gotta Shoot 'Em in the Head," as Lopez is capable of directing you to Ted Strayer, one of the key holders. So long as he's disabled, it should be fine. Otherwise, though, I appreciate the mod. Lopez and his quest never sat right with me. You might consider a similar tweak for New Vegas that removes the option to convince Frank Weathers to kill himself right in front of you, too.
Triggered? So mutants, ghouls, cannibals, vampires, child slavers, drug lords, and techno-fascist mass murderers, all in this irradiated hell are cool, but you're triggered by an NPC who is understandably depressed by his crappy existence and all such huge horrors in that world?
Presumably you're removing Church of Atom too? It's not just one guy but a whole pointless suicide cult you can't really help! By contrast, as OblivionsLegend mentions below, you can help Lopez and get him to help another NPC. Should be a message of hope to anyone feeling low.
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So let me get this straight... in order not to get triggered by this quest, one has to always load this mod up every time they are launching the game? No need to anwser.
Most gamers will do both a Saint from the vault and a villain from the vault playthrough with all that entails, however after experimenting with "evil options" most players go back to doing the right thing.
Mr Lopez and Harold are both "convinced to live" based onthe people who love them and would miss them, which would teach the player (the actual human playing the game holding the mouse and keyboard), that this is the best starting place to talk someone down.
A number of years ago I had to talk someone out of suicide, it was a total surprise I was not prepared for or had any training dealing with... and it was fast and real and caused me a massive amount of stress. Like the threat was right there on the spot, and it was panic time for me.
When someone wants to do it right on the spot there won't always be a trained person around, infact it's entirely likely that it will never be the case that one is around.
Honestly these two quests when done from the miltiple angles the game explores, really do show the average Joe on the street the best place to start if this situation is thrown at them like a curve ball.
Presumably you're removing Church of Atom too? It's not just one guy but a whole pointless suicide cult you can't really help! By contrast, as OblivionsLegend mentions below, you can help Lopez and get him to help another NPC. Should be a message of hope to anyone feeling low.